Mute mumble channels KEYS. SL ears exploding.

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bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: Mute mumble channels KEYS. SL ears exploding.

Post by bahiakof »

theDaarkness wrote:thats assuming you even have a commander in the first place its not really necessary for most games unless you using mortars, need an area attack or like marking old caches so its easier to find the new ones. Ideally you should have a commander every game but in all likelihood you probably dont.
The real problem is that the commander is not able to command his team most of the time because he lacks the tools for it. The commander must set objectives for each squad leader to follow.

I suggest this to the DEV's:

https://www.realitymod.com/forum/f10-pr ... tives.html

I hope one day, something similar will be implemented, because I am one of those who play always commander.

Commander is not just a UAV operator, he is the one who coordinates an entire team.
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communistman
Posts: 123
Joined: 2010-01-20 07:31

Re: Mute mumble channels KEYS. SL ears exploding.

Post by communistman »

bahiakof wrote:The real problem is that the commander is not able to command his team most of the time because he lacks the tools for it. The commander must set objectives for each squad leader to follow.

I suggest this to the DEV's:

https://www.realitymod.com/forum/f10-pr ... tives.html
I like your suggestion and mock-up! I think it will work great for more serious settings, including tournaments. However commanding in pub rounds needs to be navigated in a case-by-base in my experience.

What I mean is you'll have a smattering of different personalities and experience levels that you need to accommodate; you'll likely have at least one very experienced and competent squad that set their agenda before you had a chance to check in with them, and your input may or may not be respected because these guys know how to play and want to have fun doing what they came to do without taking instructions from a relative stranger. I try to build trust with these SLs by interrupting their play very conservatively when crucial information needs to get to them. Later in the round hopefully I've built the credibility with them to ask them to shift their activities for the benefit of the team at large.

You will also have squads that eagerly ask you what you want them to do next after every movement. These squads *tend* to be newer guys, and so less capable. Use their eagerness, but give them the less dangerous missions where they're more likely to succeed, if possible. And of course you'll have unresponsive SLs who are either hopelessly lost or apathetic newbies, or the way-too-cool-for-school vets who prefer playing in isolation.

Will these disparate personalities respond to your proposed new markers? I'm skeptical, but one interesting by-product could be that other players will clearly see each squad's mission on the map, and can shame squads that are not following the plan and don't have their shit together. I say let's put this system in if we can, it will enhance the commander role and I can't yet see how it may backfire (besides maybe map icon spam by a shitty commander at worst)
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: Mute mumble channels KEYS. SL ears exploding.

Post by bahiakof »

communistman wrote:PR is a niche game that involves strategic depth. If we are going for realism and teamwork, then yes, let's operate on the assumption that the commander role should be a productive and effective one. Your last sentence supports my suggestion more than it challenges it. Let's see what happens when the commander role is given more power and capability to facilitate team success. I'd love to see more commanders working for their teams, and if they don't then the mutiny button is there for a reason.

Someone tell me how removing the all-squad SL chat would be ultimately counter-productive or hurts the 'overall feel' of PR. I am so far from convinced. How will removing lazy SL behavior backfire?

Hello!
This menu is just a tool for a good commander to coordinate direct missions or alternative missions to any particular SL who wants to hear it. It is a great tool for events and for organized matches.

And remember, if most SL do not like the Commander, just open the vote and remove him from his post, there is no way to abuse without being punished by the majority.
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Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Mute mumble channels KEYS. SL ears exploding.

Post by Nightingale »

At the very least, if unlimited unrelated num* spam is to be available to all squad leaders in the game at all times, I think the text colour of the comms should be changed.

The average SL is very accustomed to filtering out the num* info that dominate the inter-SL comms. It gets difficult to know if another SL is addressing you directly (by pressing num4) rather than to everyone.

For SL-to-SL comms, the text colour should be red.

For SL-to-ALL comms, the text colour should be orange.

This way, if you see red comms, you know that another SL is trying to talk directly to you.


Surely everyone from both sides of the debate can agree that differentiating the colours would be an improvement?
IGN: 1993 TOYOTA_PREVIA
parch
Posts: 108
Joined: 2015-09-22 10:58

Re: Mute mumble channels KEYS. SL ears exploding.

Post by parch »

num * is cruise control for tacticool

In my opinion it really should be disabled, leaving this option only for CO.
Right now it works as a panic button for unexperienced squad leaders that want to work with other squads (which is good), but cannot be bothered to think about who should they speak with and what should they communicate (which is bad). Additionally, the information that is currently being passed through all-squad radio could be usually just typed in the teamchat - "Squad X capping objective Y".

Also agree with what Nightingale proposed if this "feature" has to stay in game.
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Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Mute mumble channels KEYS. SL ears exploding.

Post by Nightingale »

One more suggestion:

Suppose you are SL4. SL2 has pressed num5 to talk to SL5 (not num*, because he's a cool guy). As SL4, you can not be aware of this. If you were to press num5 while SL2 is talking to SL5, your voice would completely interfere with SL5's understanding of SL4's message.

What we really need is a half-duplex system, as previously mentioned. Far too often, SLs talk on top of each other and they aren't even aware of it because two SLs may choose to press num2 at the same time.
'KillJoy[Fr wrote:;2021256']Squad leaders channel's really need to be half-duplex. (https://en.wikipedia.org/wiki/Duplex_(telecommunications)
If you try to press num5 while SL2 is holding down num5, then what should happen is this:
  • your voice is not transmitted
  • however, your squad number appears in grey text to show to other SLs that you want to say something but were not able to due to the half-duplex system
IGN: 1993 TOYOTA_PREVIA
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: Mute mumble channels KEYS. SL ears exploding.

Post by QuickLoad »

Adding onto Parch and Night, probably would be neat if we could just talk to multiple team leaders at once without talking to unnessescary ones.

For example: By pressing 2 and 3 you will only talk to squads 2 and 3, instead of pressing * and then saying "two and three move on objective on my mark".

However, parch's idea of having the commanding officer only get the * is a great idea, however it will be another learning curve for newbier squad leaders(not that thats a bad thing :) ).
There is a flaw in PR when all the commander's job is to UAV and then team-rally-point, while sometimes he will coordinate squads, there are times when I was commander and squad leaders would say 'fuck u just spot shit for me and dont tell me what to do'.

The guy wasn't wrong, because what the commander's technical job is(commanding and organizing squads) can be accomplished with squad leaders solely(for example, a couple months ago we didn't have any commanders for multiple rounds on Omaha Beach as the US, and I did just fine organizing the entire team - even though I was a squad leader.

It seems the only usage of a commander, is:
1. spotting, obviously.(area attack, fob removing, map icons go into this category)
2. cmdr rally point, obviously.
3. Organizing and Commanding when squads: 3a. Want to listen, 3b. Are too incompetent.

#3 shouldn't be optional, but it in all honesty is. All the commanders get if not, is some flashy yellow text and some flashy comms.

edit: and yeah, bahaikof's https://www.realitymod.com/forum/f10-pr ... ves-3.html is a good idea.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: Mute mumble channels KEYS. SL ears exploding.

Post by KingKong.CCCP »

Hi,

I just want to add me to the list of people who cannot stand the insane spam in PR these days. I member the days (PR 0.5?) when you could "spot" an enemy using commo rose. It was an old BF2 feature, that was overused to the point you could hear "ENEMY SPOTTED" or "ENEMY BOAT SPOTTED" (boat was used for RP, cos RP had no symbol back then) all the time. It was literally non-stop ENEMYSPOTTEDENEMYSPOTTEDENEMYSPOTTEDENEMYSPOTTEDENEMYSPOTTEDENEMYSPOTTED, and I'm not kidding.
Back then, nobody saw that as an issue. Me neither. I didn't even notice it, until they removed it. Then I saw a video of how it was previously... and I was amazed we could take that amount of audio-torture.

If you think there is no issue with *to all squads, to all squads, be advised* button, just keep playing PR for a while... in a year or two it will start to piss you off so much, that your greatest skills will be quick ALT+TAB/Local_mute the guy before he finishes "... be advised".
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Mute mumble channels KEYS. SL ears exploding.

Post by Nightingale »

KingKong.CCCP wrote:Hi,

I just want to add me to the list of people who cannot stand the insane spam in PR these days. I member the days (PR 0.5?) when you could "spot" an enemy using commo rose. It was an old BF2 feature, that was overused to the point you could hear "ENEMY SPOTTED" or "ENEMY BOAT SPOTTED" (boat was used for RP, cos RP had no symbol back then) all the time. It was literally non-stop ENEMYSPOTTEDENEMYSPOTTEDENEMYSPOTTEDENEMYSPOTTEDENEMYSPOTTEDENEMYSPOTTED, and I'm not kidding.
Back then, nobody saw that as an issue. Me neither. I didn't even notice it, until they removed it. Then I saw a video of how it was previously... and I was amazed we could take that amount of audio-torture.

If you think there is no issue with *to all squads, to all squads, be advised* button, just keep playing PR for a while... in a year or two it will start to piss you off so much, that your greatest skills will be quick ALT+TAB/Local_mute the guy before he finishes "... be advised".
IMO, this is a different problem. Even if SLs did not have a num* button to spam everyone, they need to realize that marking things on the map is a far more effective way to communicate enemy positions than sending unexpected and prolonged voice-messages to a random squad leader. It's kind of terrible that 90% of SLs in this game don't have any idea how to use the radio/cellphone to mark things on the map.
IGN: 1993 TOYOTA_PREVIA
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: Mute mumble channels KEYS. SL ears exploding.

Post by bahiakof »

Wing Walker wrote: I agree, I've always felt that the commander role needs to be re-designated as a "Forward Air Controller".

Otherwise, be given some ability to enforce orders.

Possibly the ability to kick (not ban) just bump off the server to make the person have to go through the trouble of getting back on the server at least. With a limit to use of course.

But I don't know if that would even be possible.

Maybe just limit the commander role availability to server Admins.
Do you mean that?

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FFG
Forum Moderator
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Re: Mute mumble channels KEYS. SL ears exploding.

Post by FFG »

If you limit commander to admins only. You wont ever get a commander.
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Mute mumble channels KEYS. SL ears exploding.

Post by AlonTavor »

bahiakof wrote:Do you mean that?

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None of these are possible with the engine, not without editing the binaries. Very limited proper access to squad related things.
Except resigning, which is actually done by switching someone twice. It just werks(tm)
Last edited by AlonTavor on 2017-01-15 13:42, edited 3 times in total.
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: Mute mumble channels KEYS. SL ears exploding.

Post by bahiakof »

[R-CON]AlonTavor wrote:None of these are possible with the engine, not without editing the binaries. Very limited proper access to squad related things.
Except resigning, which is actually done by switching someone twice. It just werks(tm)
Even if it were possible, I think it would be too much power given to any player. If Project Reality had a system of gain experience, where to have Commander's privileges, you would need to accumulate hours of experience as a squad leader. Only veteran and responsible players know how to act as a real commander.
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bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: Mute mumble channels KEYS. SL ears exploding.

Post by bahiakof »

Within what is Project Reality today, I believe that three suggestions would make the Commander more active in the matches, being:

1- RESERVE THE "MUMBLE TO ALL THE SQD" ONLY TO THE COMMANDER.

2 - IMPLEMENT NEW TOOLS (ICONS) ON THE COMMAND PANEL, SO THAT THE COMMANDER DEFINES ALTERNATIVE OBJECTIVES FOR THE SQUADs (briefing menu).

3 - Return the LASER to the UAV, with some adjustments like delay. Because the UAV nowadays is very balanced.
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HellRanger2558
Posts: 101
Joined: 2015-09-28 18:03

Re: Mute mumble channels KEYS. SL ears exploding.

Post by HellRanger2558 »

bahiakof wrote:Within what is Project Reality today, I believe that three suggestions would make the Commander more active in the matches, being:

1- RESERVE THE "MUMBLE TO ALL THE SQD" ONLY TO THE COMMANDER.

2 - IMPLEMENT NEW TOOLS (ICONS) ON THE COMMAND PANEL, SO THAT THE COMMANDER DEFINES ALTERNATIVE OBJECTIVES FOR THE SQUADs (briefing menu).

3 - Return the LASER to the UAV, with some adjustments like delay. Because the UAV nowadays is very balanced.
I still think that SL's should use all squad chat incase they spot a super fob or a tank near multiple squads.All squad chat has saved my *** more times than not but yes i do over use it sometimes in the heat of a firefight which is a bad habit i'm trying to break.I like the laze idea but you can to that already with a marker or something i did it a few times for CAS on silent eagle as the RUS but that was back in 1.3.9.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: Mute mumble channels KEYS. SL ears exploding.

Post by KingKong.CCCP »

I was away for few months... any development?
And by development I'm pretty much counting on more players getting sick of spam as they play more.
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: Mute mumble channels KEYS. SL ears exploding.

Post by Oskar »

It's true that spam has increased quite a bit since built-in Mumble became a thing. It's a good thing and it's a bad thing, sometimes it helps me and sometimes it distracts me and I get killed. I would totally support specific mute buttons, since as a squad leader it's usually counter productive to mute Mumble entirely, even if it's just for a minute.
Unarmed Civilian
Posts: 135
Joined: 2010-04-10 08:51

Re: Mute mumble channels KEYS. SL ears exploding.

Post by Unarmed Civilian »

Give the SL "Priority Speak" - Whenever he speaks the volume of all squad members go down so the SL's voice is heard loud and clean.
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